First off all, i would like to say thank you. You have clearly listened to suggestions and feedback from the warriors that play and thats really great to see.
I think every single change has been spot on and after playing around for afew hours tonight, it feels alot better to play my warrior. I had alot of fun. so id like to have a run through of what's changed and what maybe could be tweaked alittle
✓ Frost Frenzy Damage increased by 10% -Perfect change, can really feel the difference even if its only 10%. Frost frenzy feels spot on.
✓ Increased the range of Luring Cry, reduced its cooldown- I dont have Luring cry and ive yet to see it in AH/drop so i cant comment here.
✓ Increased the damage output of Halfmoon-Change for low levels, not really used it.
✓ Increased the damage output of Crosshalfmoon, added Dark damage-Great change, ive been switching between this and frost frenzy and it feels good. (procs bloodlust), so 3-5 mobs and your good using this, which alot of players asked for. Frost frenzy is still king for big backs)
✓ Lion Roar will paralyse monsters for up to 3 seconds (player level dependent)-Really liked this change, can see it been a game changer in PVP vs taos.
✓ Changed SamuraiTraining and Swordsmanship to both give Acc + 12, Agil + 14- Now this change although it looks small has been one of the best, extra ACC and agility is always welcome and just what we needed.
Going forward, I think warriors are 1 change away from the perfect balance. That Change imo comes from one or two things, first either increase warriors armour class somehow, OR allow frost frenzy/FireFrenzy to proc bloodlust.
I Mainly say this as there is bosses that tao's and wizards are soloing, with absolute zero danger of dying. Warriors YES might kill those bosses alot faster, but are always at the mercy of RNG. Para doesnt proc your getting 2 hit and rev'd/dead, Khazard/DragonKhazard and para ring can all go on a dry perioid and you can die VERY fast. (the extra acc/agility helps from the pervious buff btw)
The same with big lures and leveling/group hunting, Warriors have always been Tanks in mir, protecting Wizards/Taos from the danger of getting splat... Perhaps we could have some sort of turtle ability/Ignore pain skill? This skill could increase our defense by a massive amount but Cripple our damage for the duration its active. Luring Cry+Turtle ability would be amazing for group hunting and would really be an engaging dynamic in the game.
All in all, i think you've done an excellent job. (although abit slow on that bloodlust fix
)
Thank you for reading.
I think every single change has been spot on and after playing around for afew hours tonight, it feels alot better to play my warrior. I had alot of fun. so id like to have a run through of what's changed and what maybe could be tweaked alittle
✓ Frost Frenzy Damage increased by 10% -Perfect change, can really feel the difference even if its only 10%. Frost frenzy feels spot on.
✓ Increased the range of Luring Cry, reduced its cooldown- I dont have Luring cry and ive yet to see it in AH/drop so i cant comment here.
✓ Increased the damage output of Halfmoon-Change for low levels, not really used it.
✓ Increased the damage output of Crosshalfmoon, added Dark damage-Great change, ive been switching between this and frost frenzy and it feels good. (procs bloodlust), so 3-5 mobs and your good using this, which alot of players asked for. Frost frenzy is still king for big backs)
✓ Lion Roar will paralyse monsters for up to 3 seconds (player level dependent)-Really liked this change, can see it been a game changer in PVP vs taos.
✓ Changed SamuraiTraining and Swordsmanship to both give Acc + 12, Agil + 14- Now this change although it looks small has been one of the best, extra ACC and agility is always welcome and just what we needed.
Going forward, I think warriors are 1 change away from the perfect balance. That Change imo comes from one or two things, first either increase warriors armour class somehow, OR allow frost frenzy/FireFrenzy to proc bloodlust.
I Mainly say this as there is bosses that tao's and wizards are soloing, with absolute zero danger of dying. Warriors YES might kill those bosses alot faster, but are always at the mercy of RNG. Para doesnt proc your getting 2 hit and rev'd/dead, Khazard/DragonKhazard and para ring can all go on a dry perioid and you can die VERY fast. (the extra acc/agility helps from the pervious buff btw)
The same with big lures and leveling/group hunting, Warriors have always been Tanks in mir, protecting Wizards/Taos from the danger of getting splat... Perhaps we could have some sort of turtle ability/Ignore pain skill? This skill could increase our defense by a massive amount but Cripple our damage for the duration its active. Luring Cry+Turtle ability would be amazing for group hunting and would really be an engaging dynamic in the game.
All in all, i think you've done an excellent job. (although abit slow on that bloodlust fix
Thank you for reading.